Files
UnrealEngineUWP/Engine/Source/Editor/LevelAssetEditor/LevelAssetEditor.Build.cs
brooke hubert 890a5c72c2 Implement Lasso Selection tool (brush based selection) in asset placement mode.
# Also exposed the typed element selection set to the queries API in ITF.
# Implemented a stash/pop selection on the typed element selection set for modes to use.

#Jira UE-107091
#rb jamie.dale chris.gagnon ryan.schmidt

#ROBOMERGE-SOURCE: CL 15359303 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15360406 by brooke hubert in ue5-main branch]
2021-02-08 17:13:32 -04:00

64 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelAssetEditor : ModuleRules
{
public LevelAssetEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InteractiveToolsFramework",
"ToolMenus",
"TypedElementFramework",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"AssetPlacementEdMode",
// ... add any modules that your module loads dynamically here ...
}
);
}
}